I do not worship at the altar of Gygax. However, in terms of defining "old-school play" I think his words are relevant. Review the section "Monster Population and Placement" in the DMG at p. 90 to see what I mean.Dungeon ecology and world ecology are different.
Living dungeon ecology rarely makes sense in old-school modules - Caves of Chaos especially springs to mind immediately, as does the rise of the funhouse dungeon (which lampshade the ecological mistakes by turning the whole thing into an artificially-constructed gauntlet). The whole "what are these fifty orcs living in the dungeon for months even doing for food?" or "how can a carrion crawler just have a nest right next to the gnolls without conflict?" type scenarios are definitely hallmarks of old school adventures. I think that's what rredmond was talking about.
Funny enough, I personally believe that modern authors' attempts to swing this the other way tend to be the biggest culprit of that ultimate Brycian sin of describing what things used to be - the author wants to make dungeon ecology too plausible, to the point of getting into extraneous details that don't matter in play.
Yeah, I had the same reaction at the time. I'm less sure now, I suspect that, like a hexcrawl, it just needs different procedures to navigate, and maybe a different layout. I know it would have been way cooler if the player's map had snaked around crazily, instead of being more or less a straight line. Of course, now it would be easy to remove the hex overlay from the player's map, which would make it look a lot better. That would have made it harder for the players to map if they decided to stray from the map, except that the nature of the module makes it unlikely they would do so.FWIW that hex map in D1 pretty much ruined the darn thing in my eyes. Horrible to read/use.